Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I feel that the Nail length charms along with Qiuck Slash and Stalwart Shell are too popular/overpowered and maybe need to be adjusted, too. It becomes a problem when someone can't play the game without them.
Actually it's ridiculously good in the Colloseum, particularly the Trial of the Fool. My first time beating it was with LN+MoP+Quick Slash+Nailmaster's Glory+Steady Body. The ridiculous range makes the no floor part in particular much easier.
Not so much anywhere else though.
If anything is too good, it's Quick Slash. And that's already been nerfed once.
Imo, Fragile Strength is OP, especially when used with Quickslash and Stalward Shell. I can understand that the Fragile charms are so OP because of the risk of breaking them upon death, but perhaps making them cost MUCH more geo to repair and nerfing/Disabling them in Steel Soul runs might balance it a bit better.
The range charms help and can make things easier, but they aren't necessary to win. The only boss I found them really good for was Dung Defender/White Defender since when he throws his balls of dung he has a pretty good attack range which I tend to get hit by without range charms.
bee3001 also makes 2 good points. 1. Getting too used to the range can actually make fights where the range doesn't matter more difficult, simply because you either whiff more attacks, or can't make space for more useful charms.
2. Nail arts are unaffected by the range buffs, and, especially in late game areas (ie coliseum) you can easily get more bang for you buck from Nailmaster's Glory.
Charms I would use over Longnail/MoP almost every time:
Spell Twister
Shaman Stone
Quick Slash
Nailmaster's Glory
Grubsong
Fragile Strength
Soul Catcher/Eater
Sharp Shadow
Full-on spellcaster builds are also insanely good, and are in my opinion overall superior to any other fighting style. The more I play Hollow Knight, the more I've learned to rely on the nail as little as possible.
Also, you seem to be thinking that you should use both MoP and Longnail at the same time. That is a huge mistake. If you actually measure out the distance, Longnail (when combined with MoP) gives you literally a pixel's extra range. Longnail is decent when used without MoP, but if you combine them, you experience severe diminishing returns. I think most of your success is purely psychological. These charms are a beginner's trap, although they are great to strap on in the early-mid game at times. Later on, I tend to use all manner of other combos like Hiveblood + Womb. Or spore shroom spam with quick/deep focus, defender's crest, thorns. Or rapid striking with quick slash, steady body, stalwart shell, etc. Or just being an all-around brute with fragile heart + strength, nail glory, soul eater, etc.
This. So much this. I've reached the point where I prefer Dream Wielder over many charms, when I originally thought it almost useless. The extra soul and quicker use means a single dream nail + shade soul is way more efficient than a nail hit or 2.
Like I said earlier, LN+MoP is extremely good in the colloseum. In any other situation, not so much.
I use Shaman Stone+Spell Twister most of the time. Againt most bosses, magic is more useful than healing.
Recently I've been experimenting with Dream Wielder+Glowing Womb, just for fun. I can confirm, you can beat the 1st Trial using just this, and no Nail or Magic. It takes a while though. Glowing Womb really needs to do more damage.
I think a good way to buff Glowing Womb would be to put in more synergies a la Defender's Crest. Make things like permanent loss of a third of your soul for a single constant source of damage, or at least make it affected by Shaman Stone.